Power Field Studio

Power Field Studio

segunda-feira, 27 de novembro de 2017

Como O Som De STAR WARS BATTLEFRONT II Foi Feito - Video

HOW STAR WARS BATTLEFRONT II’S STELLAR SOUND WAS MADE


he sound of Star Wars is (and has always been) serious business. There’s an established sonic universe, a certain “Star Wars” sound that fans expect to hear no matter the medium, be it film, game, or series. The sound of the upcoming film Star Wars: The Last Jedi (in theatres Dec. 15th) needs to fit into that universe, as does the sound of EA’s new Star Wars Battlefront II game, which comes out today. So how do you get a film (that’s not yet been released) and a game to sound the same even though they’re created by different sound teams? Collaboration. 
The EA DICE sound team in Sweden, led by award-winning Senior Audio Director Ben Minto, worked with sound teams from two other game studios. At Criterion Games (UK), he worked with Senior Audio Artist Nathaniel Daw, who was Criterion’s Audio Lead on Star Wars Battlefront II. And at Motive Studios (Canada), Lead Sound Designer Olivier Asselin headed up that team. Together they built a massive library of sounds to cover the Star Wars Battlefront II game. Those game sound teams collaborated (via their partners at Lucasfilm) with the film sound team at Skywalker Sound to make sure their audio assets were in line with the established sonic universe of Star Wars. Minto says they had three key pillars that guided their approach to the audio on Battlefront II — to “embrace,” “extend,” and “enhance” the existing sonic vocabulary of Star Wars. Here, Minto, Daw, and Asselin discuss the details of how they created the immersive and satisfying sound of Star Wars Battlefront II.
 
The Star Wars universe has an established lexicon of sounds. How much did the films’ sound influence your approach to the game sound on Battlefront
Ben Minto (BM): After we had shipped our first Battlefront title (Nov 17th, 2015), in which we had focused only on the original trilogy, we were obviously curious and keen to learn how Skywalker Sound would approach the same task of updating the classic sounds, but for the sequel trilogy, starting of course with The Force Awakens.
Once we had heard Episode VII, it was reassuring to know that we were on the right track. The films and their soundtrack are everything when it comes to setting the audio direction for Battlefront; they define where we start from, our final target, and the quality benchmark we strive to reach. They also, almost universally, set the expectations for how everything in the Star Wars universe should sound, in any other medium. The legendary work of Ben Burtt and the Sound People on Star Wars is burnt into our collective sonic psyche; when I hear a donkey bray I always think Tusken Raider first and donkey second…
If you want to create an authentic Star Wars soundscape and trigger a Pavlovian-like response from your audience, then you stick with what has already been established and passionately embraced by your audience.
On some titles, you get to start from a completely blank canvas, on others there are going to be some ‘sketches’ or general expectations of what certain events should sound like, and within these expectations there can be a wide range of possible and acceptable ‘realities’ (e.g. AK47 comparison in games). With Star Wars parts of the canvas are already filled in and are very highly detailed and finished/set. How does the Millennium Falcon passing by sound? Or, an AT-ST stomping through Endor? These sounds are fixed; if you want to create an authentic Star Wars soundscape and trigger a Pavlovian-like response from your audience, then you stick with what has already been established and passionately embraced by your audience. You CANNOT stray from these, and where there is an instance in your title where the action closely matches the film, then the sound should also follow and use the same sound and where possible the exact same source material. When you are working on Chewie, you don’t just throw any bear recordings in there. To get the spirit of Chewie you must work from the original material as recorded by Ben Burtt and try to embrace the way he edited the sounds, else it’s not really ‘real’ Chewie and you will not be matching people’s expectations; it could come across as just a ‘bear’ sound and not everyone’s favourite wookiee. Respect the legacy and stay as true to it as you possibly can and where it already exists – use it! This was, and still is, one of our key pillars for the audio approach on Battlefront – “Embrace.”
We know what an E-11 Blaster sounds like from the films, right? Well yes in a third-person sense, looking at it from a game POV. But what about in first person or iron sights (zeroth person)? Or, far far away? How does it differ firing indoors (Death Star vs Yavin Temple vs Naboo Palace), outdoors (from Hoth, to Endor, or on Kamino) or next door? Some of these situations exist in the films, some are hinted at and some don’t exist. A lot of our work was exactly this; starting from very well-known starting points, using the same core assets from the films and building out from these to cover all the situations we encountered in-game. Of course, this would be impossible without having the great support and access to materials provided by our partners at both Lucasfilm and Skywalker Sound. We start with what they have established and build out from that to suit our needs; this is the second of our (audio) design pillars — “Extend.”
The final pillar, “Enhance,” takes its lead from the wealth and diversity of the Star Wars sound universe – all those aliens, all those languages, all those machines for example are all parts of the immensely rich and deep tapestry of iconic sounds available to us. Matching this resource, with a Stefan Strandberg-ism (former Audio Director on Battlefield 3) – “Use audio to expand the experience beyond the visual verifiable,” clearly guides us to strive to make the Battlefront game audio experience as immersive and diverse as that found in the films, but without having to always rely on having matching visuals for all the sounds that you hear. There are birds in the trees of Takodana, but you will always hear more of them than you will ever see! And what was that sound behind that door? And where is that (diegetic) music coming from?
Rebel soldiers and Stormtroopers fire at each other on Takodana
 
How about the other Star Wars Battlefront games? Did any of those audio assets translate to Battlefront II?
BM: It has been said that parts of the Pandemic Battlefront games were influenced by the features pioneered by DICE’s earlier Battlefield titles, and that in a way, these early Battlefront titles were their own take on that style of game, but set within the Star Wars universe.
I would say that we are related to those titles and that approach, in the fact that the audio team here at DICE had all previously worked on the Battlefield franchise, before starting to work on Battlefront. The “Extend” pillar, mentioned previously, has also been explained as, “Using the Battlefield recipes but starting with Star Warsingredients, to create Battlefront assets” or simply, to take our learnings and techniques from Battlefield and apply those to the Star Wars source material to build and create what we need for our Battlefront titles.
Both groups started from similar points of reference in Star Wars and Battlefield, albeit over 10 years apart, with similar goals in mind, but to date we have never looked in to taking audio assets from the previous Battlefronttitles and bringing them forward into our version. A lot has changed in the last ten years within games, game audio and the sound assets we use (determined largely by the amount of sound RAM available to us), and the material we use today is a lot closer to that found in the film stems than it is to the game assets from two console generations ago; that isn’t to say we can’t and haven’t learned from the work that has gone before us, but with regards to specific sound data going back to the original resource (the films) is going to guarantee higher fidelity and a better fit for us than going back to material from the PS2 and Original Xbox era.
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The official gameplay trailer for the game

There were three game studios collaborating on Battlefront II. How was the sound work divided up? What studios handled what aspects? 
BM: For SWBF2, we knew how the work for the whole game was going to be handled and split between each studio at a high level. DICE (Sweden) would handle the multiplayer component, Motive (Canada) would tackle the single-player campaign and Criterion (Guildford) would own the Starfighter Assault and Arcade modes.
DICE was responsible for the majority of the first Battlefront, with Criterion helping on the Speeder Bike challenge, and then further going on to develop the PSVR experience. DICE also developed the five DLC packs that complimented the first Battlefront, so, it made sense for DICE to continue to own most of the core systems that appeared in multiplayer, e.g. Blasters, Foley, Explosions, etc. as well as the other two parts of the game, plus providing ‘parent’ patch templates for almost all other systems, e.g. Planets, Music, VO, etc.
The theory was that this would ensure a solid platform across all the studios and help in bringing consistency and uniformity across the entire breadth and depth of the game audio content and the overall final mix (and it seems to have worked too!). Vehicles were split between Criterion and DICE, with Criterion handling Capital Ships, Starfighters, and Transport Ships, in line with them working on Starfighter Assault and DICE owned Ground Vehicles, Speeders, and Mounts.
The three sound teams on Star Wars Battlefront II:

DICE:
the DICE sound team
Johannie Gervais, Clement Visseq, Ludvig Kullberg, David Jegutidse (Front), Albin Jansson (Back), Stormtrooper, Gustav Rathsman, Philip Eriksson, Ben Minto, Mikael Mansson Grolander, Raoul Hamilton, Martin Wohrer
Motive:
The Motive sound team
Back left to right : Julien Vachon, Marie-Renée Brisebois, Tony Prescesky, Luc Blanchard, Olivier Asselin – Front left to right: Terry Fairfield, Rodrigo Rubilar, Jean-François Tremblay
Criterion:
The Criterion sound team
Back Row: David Varela, Peter Bliss, Jay Steen, Nathaniel Daw, Jeff Seamster, Mattia Cellotto – Front Row: Catherine Schell, Rosa Dachtler, Sian Harris, Mariana Botero
Criterion would then handle anything that was unique in audio related to their game modes, but also support the other studios where any of their vehicle assets appeared in other sections of the game.
Motive handled everything to do with single player, where obviously their entire journey was a lot more focused around the narrative thread of the campaign and the unique ‘snowflakes’ found therein.
Where it made sense of course, all three audio teams collaborated and worked closely together. For example, as with the first Battlefront, we were once again fortunate enough to work with composer Gordy Haab, who for Battlefront II wrote and recorded over twice as much music as for the first title. Each studio had their own demands and timescales for music, but we worked together to ensure that we all received what we needed for certain key points in the development cycle, without stepping on any of the other team’s schedules and making sure that we could split session time between us. 
Over three sessions at Abbey Road — each one attended by members of the audio teams from each studio, we recorded over two hours of original Star Wars music, recording both the London Symphony Orchestra and the London Voices. And while the specifications for each cue came from a specific need from a specific team, once we had the final cues there was a lot of sharing and reuse between the teams.
Stormtroopers run in the rain in a facility on Kamino
 
There are numerous ways players can experience Battlefront II — single-player story mode, and several multiplayer options. How did you manage all those sound assets? 
BM: We all worked on the same game branch in Frostbite, the same Perforce project and from a common Jira database. We (at DICE) already had an existing folder structure, which we then cloned at a sub level down for both single player (Motive) and then Starfighter Assault and Arcade (Criterion). The folder structure was important in also setting our nomenclature. It was very clear which assets belonged in which folders, and which folders belonged to which teams.
Beyond the individual sound assets, there are also the patches that combine these assets at runtime to generate our ‘game sounds’ (see how we achieve it in Battlefield 1 with this video from Andreas’s GDC talk last year); this is where it can get complicated and expensive. We are fortunate enough in Frostbite to have a very well developed modular patch system with data inheritance (very well explained here). In practice, it could work something like this. DICE creates a blaster patch together with content, and check that in. Motive wants a new blaster for single player, a bit like the DICE patch but slightly different. They could duplicate everything and make the changes needed (expensive and costly to maintain if DICE changes their model and Motive wants to keep up with those changes) or they could create a child patch of the DICE parent model and just point to say a new wave asset for one part of the model and tweak the overall fire rate. In the latter case, we only need to store the new sample and the playback change that differs from the parent patch, which of course is cheaper than a full clone and keeps an inherent link between the two models. This practice is essential when handling the sheer volume of assets and patches in a title like SWBF2 and even more so when development is split across three studios and multiple time zones.
Tell me about the Starfighter Assault mode. How does that multiplayer mode sound? Sonically, what went into creating that experience of battling in space? 
Nathaniel Daw (ND):  Star Wars Starfighters have some of the most iconic vehicle sounds in all of sci-fi; they’re something we all grew up listening to. Delivering on the space battle fantasy that has built up in all of our minds is crucial to our audio work. As a result, the core of the mode’s sound is the player’s engines. Everything is built upon that. It is definitely a balancing act — how can you make sure the classic scream of a TIE Fighter is present without exhausting the player’s ears?
The new Starfighter Assault mode has very responsive handling, so we’ve made sure that the vehicle feels just as responsive to the player’s input. We play ‘punch’ sounds when the player accelerates, brakes, or turns aggressively. We also reflect the strain of turning and diving by adjusting the engine content, and also with rattle and strain layers. This also helps make bigger craft feel weightier (such as the Republic’s ARC-170), or smaller craft feel nimble and quick (such as the Separatists’ buzzy little Droid Tri-fighter).
Another big challenge of battles in space is that the distances involved are much larger than on the ground. Because there is often no reference point for scale, it can be hard to tell if something is 500m or 1km away visually – so although we share a lot of explosions and such with planetary battles, we need to have completely different distancing in space.
We use a proximity effect when the player flies near surfaces in order to make the vehicles feel connected to the level they are in, and help the player to have more spatial awareness. This is coupled with a whoosh-by system that delivers the sound of near misses. Finally, we use reverb on any tunnels or other enclosed areas. It’s Star Wars so there’s sound in space.
We also want Starfighter Assault to have the feel of a full-scale space battle (or a “Star War”). We realized that to deliver that feeling we would need a big cast of wingmates to make the battle feel real and personal.
One other challenge with this is making the player still feel like a real character, not just a pilotless vehicle. We also want Starfighter Assault to have the feel of a full-scale space battle (or a “Star War”). We realized that to deliver that feeling we would need a big cast of wingmates to make the battle feel real and personal. As a result, Starfighter Assault has unique wingmate, hero, and commander VO. There were some challenges with this, such as the Droid Starfighters, who only communicate through a high-pitch chatter. We were able to get around that by incorporating the chatter for a lot of lines, while relying on a Tactical Droid to deliver the lines that needed to be intelligible. Our cast was fantastic to work with, and each faction really feels different as a result. This makes every battle feel alive, and gives the mode its own special flavour. Couple that with Gordy Haab’s exceptional score and it makes for a thrilling space battle experience!
 
In single-player story mode, the player takes on the role of Iden Versio, leader of an Imperial Special Forces group called the Inferno Squad. Sonically, what are some of her unique characteristics? 
Olivier Asselin (OA): There are many characteristics that stand out and help build the sound of the Inferno Squad. One of the main pillars is the music. Iden’s theme was one of the first cues we tackled. Once again, it was all about following what Star Wars does so well in creating iconic themes for their characters. Gordy Haab, our composer, managed to create an amazing theme for Iden. We needed a strong melody — an ear worm, something that would fit in the rich Star Wars universe, that was both memorable and versatile. We needed something that could be used in many situations throughout the campaign and that could also carry a large spectrum of emotions.
On the gameplay side of things, most of Iden’s abilities come from her little droid companion. That was quite a team effort creating the voice, the locomotion, and the different abilities, namely the shield, shock and healing abilities. First, we looked at how the Droid voices were created for the orig-inal Star Wars and because of the nature of Iden’s companion droid, we logically looked at R2-D2 as a main reference. We also referred to the sounds of the Imperial Probe Droid (EP5), the Imperial Mouse Droid, the Torture Droid (EP4) and ID9, the Seeker Droid from Rebels.
Using a Modular Synthesizer as the center piece, we managed to build a patch that allows us to cre-ate and manipulate the sound and give the tone and emotions we were looking for. The technique is based on the same type of manipulations Ben Burtt used to create R2-D2 (pitch modulation, LFO, ring mod, sample and hold, etc.). We modulate the sound parameters (pitch and filter frequency cutoff) with a joystick and ‘play’ it like an instrument to create numerous variations of similar sounding ele-ments. We then modulated these with a human voice element and some formant filtering to shape the timbre. This source was the building blocks used to create “lines” for the droid.
Another aspect that was super important to nail was the sound for the cinematics. Of course, we wanted the soundtrack to be as polished as the movie experience, but also to be representative of the gameplay to allow seamless transitions between the two.
For trailers and cinematic experience, we’ve been fortunate to work with Charles Deenen and his team at Source Sound. As always, they did an amazing job covering our numerous cinematics. From the dialogue edit to the final mix, they delivered a top-quality experience that truly follows the Star Wars ethos and matched our gameplay experience.
A death trooper stands before an AT-AT walker on Endor
 
What were some challenges you had in creating the sound for the single-player campaign?
OA: The biggest challenge was to make sure we have a uniform soundscape between the three stu-dios. There was a lot of interdependency between the three studios and constant communication and feedback was the key.
For example, DICE worked on all the gameplay elements, such as the weapons and Criterion on vehi-cles. Both of these have a huge part to play in the single-player experience. Creating a campaign has some very specific needs; the story telling and narrative always takes precedence over everything else. We had to make mix decisions to ensure that the player experience focused on the story but also respected the established soundscape.
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The trailer for the single player campaign
 
Locations: there are eighteen planets (including Starkiller Base and the Death Star II) — all from the Star Wars films. How did you approach the sound of those locations in the game? Sonically, how tied into the films did you get?
BM: What’s interesting about the different locations is how much material there is to start from. For example, Tatooine has been visited four times in the main films, so there is a wealth of reference and source material available, whereas Takodana we have been to only once, and our two visits to Yavin 4 have mostly been spent inside the Temple, and not in the forest. Single player locations like Sullust, Vardos and Pillio have never been in the main films, and while Sullust was visited in the first Battlefront, Pillio and Vardos are new for all of us.
As was mentioned before, our ethos is, “if it exists we use it.” The way to approach the planets, I found, was to start with the most well-known and well resourced, and learn by listening. I choose Endor to start with, as there were a lot of recognizable individual elements in the ambience tracks we were supplied with. There was one main mixed stereo track that was the Endor everyone knew and expected. Thankfully by using Izotope RX and Waves WNS it was quite straight forward to pull most of the parts of the mixed track out – four different distinct bird calls, two different crickets, some individual one shots (something hyena-sounding?? Probably a pitched-down bird), which after they were removed left behind a fairly clean and pared-down base ambient track from which to work.
Then I looked at each part and cleaned, edited, updated, and complimented where needed. With the base track, I used that as the core for building a new quad ambient bed, adding new higher-fidelity air tracks and then for some additional colour and variation I could use tropical forest recordings from which I would remove the cicadas and crickets, take them down an octave and sit them behind the original Endor track, thereby adding an extra layer of depth. Then with the individual samples that I extracted, the birds and crickets etc., these are triggered around the listener at runtime as one shots (using what we call a Big World system) to add variety, randomness and positional enhancers to the ambience. 
In the case of the crickets, there was plenty of variance in the extracted samples, but for the half-speed Chuck Wills Widow I had to track down some new recordings to give us more variation. We also added plenty more ‘Big World’ assets to various parts of the map, including Ewok shouts and their alert horns, as well as more subtle wind gusts, leaf twirls and tree squeaks, to add more air, ‘nature’ and some narrative to the level.
I did find that Bernie Krause’s explanation (from his book The Great Animal Orchestra) for how a natural soundscape evolves over time as new species take up residence was very useful. Each species, when the system is in equilibrium, sits in its own unique register across the audio spectrum …
Starting like this was a way to teach yourself how these ambiences were originally constructed and the work that went into making them. So, as you progressed to working on levels that had less source material you understood what was needed to fill the gaps, and by the time you reached the new ‘virgin’ levels you had a grasp of how to build a level from scratch and the steps to go through. I did find that Bernie Krause’s explanation (from his book The Great Animal Orchestra) for how a natural soundscape evolves over time as new species take up residence was very useful. Each species, when the system is in equilibrium, sits in its own unique register across the audio spectrum, in terms of frequency, but also with variation in duration and tempo of each call. If you are trying to construct a new alien ‘biophony,’ following this rule-set guides you while building your own orchestra of alien species that sit well together and helps to sell an experience that feels instinctively right.
By taking this approach, and not just for planets, it meant when it came to adding brand new sounds (not just new variations or extensions to existing sound sets) to the Star Wars universe, I think we were more understanding, considerate, and respectful when doing so and hopefully they sit well in the overall soundtrack, and feel like they belong to Star Wars and are accepted and appreciated by our audience.
ND: For the Space levels, we needed to make them feel like they weren’t empty (even when they mostly were). Often in movies space or huge spacecraft are ambiently depicted with a low frequency rumble. However, we didn’t want to muddy up the mix (or fatigue the player) with too much low-end content, so we created ambient sound that had less low frequency and more movement, that still implied weight and spaciousness. We found filtered crumbling rocks and contact microphone recordings worked well for this. In addition, we looked for opportunities to use higher frequency content, such as fire and electricity. Fortunately, lots of things tended to be on fire or sparking wildly.
Kamino (the only Starfighter Assault level not in space) was a particularly challenging level for getting the mix right, as we had the sea, wind, rain, and thunder taking up a lot of frequency bandwidth. We solved this by reducing as much noise as possible in the content itself, and favouring more textural sounds. We created a global ambience of stormy rain, and then had the sea layer come in only when the player was close to the sea itself, with additional wave sweeteners. There is also an in-cockpit layer of splattering rain for added immersion. This content is all quite low priority in the mix, so it will always get out of the way for the more important gameplay sounds.
A TIE fighter is on the heels of an X-wing
 
Vehicles: players have access to vehicles from all three eras of Star Wars. How did you recreate the vehicles’ sounds? What was the most difficult vehicle to recreate? Why?
ND: We started by going wide on creating Starfighter content — there was a lot to create! In the first game, there were four playable starfighters and two hero ships, while in this game we shipped 18 playable starfighters and nine hero ships, as well as transports, corvettes, and capital ships. Often the only reference that existed for some vehicles was a single pass-by (and occasionally not even that). 
We spent a lot of time extrapolating from this reference to create responsive engines that capture the spirit of the vehicle. Each playable vehicle needs three separate loops, correlating roughly to the thrusters, the wind rush, and the ‘character’ of the ship, with distant versions of those loops, as well as spawn sounds, pass-bys, and an interior loop.
One of the most crucial parts of selling the dogfighting experience is the pass-bys. We make them almost as big as the explosions, and spend a lot of time making sure that the character of the ship is clearly heard in the pass-by asset. Some of the biggest variation in sonic colours is in the pass-by content, from Slave I puttering past you to Darth Maul’s Scimitar screaming by with a banshee howl. It still makes me smile every time I hear the huge roar of a squadron of TIEs whipping past.
The sound of the ship depends highly on what era it is from. The original trilogy tends to use lots of raw, real sounds – lots of planes and animals. The new trilogy stays quite true to that original trilogy sound, but everything is much cleaner and crispier. The prequels, on the other hand, use a lot more synthetic sounds. Where there was reference we would work from that, trying to make a dynamic starfighter that felt authentic to its movie reference. 
The best creative challenge with the vehicles was developing the sound of ships with little to no reference, and making them still feel authentic. We would create something that matched the character of the ship, all the while keeping within that Star Wars palette. We try to use similar source content to the movies where we can – lots of planes, F1 cars, and several animal sounds. It helps to make sure there is a layer of noise and air in all the ships, so they always feel grounded and real – like they are an actual craft flying around. 
 
What were some of your favourite creative opportunities for sound on Battlefront II?
ND: Top of the list has to be implementing the sound of Slave I’s Seismic Charge. This is such an iconic moment in Episode II, and it had to be represented with full impact in the game. We knew we had to capture the same awesome moment in-game, which is as much about the big silence that precedes the explosion as it is about the explosion itself. Spending time carving that silence out was a great mix challenge and a fantastic opportunity to make something feel bigger by removing sound rather than adding it. Even after firing thousands of seismic charges I still love that moment to bits.
One of my other favourites was creating the Starfighter Droid chatter. We took alien dialogue and used a combination of ringmods and pitch shifting plug-ins to create the same effect, with different colouring for the different droid craft. The result has this wicked glee that I love listening to, and combined with our Tactical Droid and Droid Commander, the Separatist VO is one of my favourite things in the game. 
As a personal guide, the emotion and performance for each droid is characterized by if it’s a ‘goodie,’ in which case you can take inspiration from say R2-D2 or BB-8, or even Wall-E or Huey, Dewey, and Louie.
BM: We have a lot of background droids in the game, and again some of them are very well known, both visually and sonically, like the MSE-6 and GNK for example (the Mouse Droid and Gonk Droid) and for some of them we just had to get our hands dirty and make up new ‘voices’ as they had never actually ‘spoken’ before. For SWBF2, I had six new R-Series droids, that are part of the Living World setup across different planets, that needed basic idle and alert sound sets, namely; R2-Q5, R4-A22, R4-I9, R4-M9, R5-A2 and R5-J2. As a personal guide, the emotion and performance for each droid is characterized by if it’s a ‘goodie,’ in which case you can take inspiration from say R2-D2 or BB-8, or even Wall-E or Huey, Dewey, and Louie. Then for the ‘baddies,’ you look more towards say EV-9D9 or the Viper Probe Droid, with maybe subtle hints of HAL, Cylon or Dalek-like performances or tones.
As for making the sounds, that was a lot of trial and error and experimenting – the best kind of fun. For one of them I taped a DPA lav microphone to the bottom of my phone, running Bebot, but with my phone half way inside my mouth so I could add some format like control/filtering by opening and closing my mouth, this then went through a Cwejman Frequency Shifter (gently altering the carrier frequency as an additional performance control) and was recorded via tape (a single repeat delay on a Roland RE501 Chorus Echo). 
For another voice, I took inspiration from Kraftwerk’s very dry Votrax speech synthesizer vocal track on Uraniumand used Plogue, a plug-in that had an emulation of the Votrax chip, as the starting source. This I then ran through a Metasonix Ring Modulator and an analogue (BBD) delay, with a touch of phasing from Waves Reel ADT.
Maybe about 1/4 of these experiments would work. You would have an idea, quickly get it up and running and test the range of the setup and suitability of the end sound – was it Star Wars? Failing quickly was key, and one experiment and its learnings (or failings) was usually the starting point for another approach.
 
In terms of sound, what are you most proud of on this game?
BM: Being a part of one team, that was an amalgamation of three audio teams, that with plenty of external help, worked effectively as one big, and for the most part, happy family!
OA: Motive is a new studio at EA. Our team is composed of talented and experienced people from various game studios, with most of them having never worked together before. I’m proud of what we managed to accomplish in less than two years. We delivered a solid campaign and a great sound experience. We have excellent music, sound design, ambiences, voice over, and cinematics. The team did an amazing job putting all this together and I hope that our players enjoy this experience as much as we did creating it.
ND: Starfighter Assault came together really well. Even though there’s a lot going on, each element (vehicles, weapons, VO, music, abilities) is given its moment to shine. We never felt like we needed to compromise anything in order to let something else play. This wasn’t just in the mix – we played with timing a lot to make sure that moments wouldn’t stomp over each other. When playing Starfighter Assault, it feels like a real celebration of Star Wars space battle audio, and I love it! 

sexta-feira, 24 de novembro de 2017

A Razão Que Muitas Banda Não Conseguem Local Para Tocar (E Como Consertar)

The reason most bands don’t get the gig (and how to fix it)


Most bands don’t get gigs and wonder why?

They look at the bands playing the venues they want to perform at and think: why them and not us?
Bands that don’t get the gig say, “We are so much more talented. That should be us up there!”

Why do some bands get the gig while others just sit in the crowd?

It is not for a lack of effort. Most bands and artists are hustling day and night trying to book shows and performances, but they either write ineffective emails or waste countless hours calling club owners and promoters using old techniques that simply don’t work anymore.
It’s also not for a lack of talent that some bands don’t get the gig. There are plenty of bands and artists that have honed their craft and are their music is far superior to what you see on a lot of stages. That holds true for the big stadium shows as well.
Perfecting your sound and skills is just one part of landing gigs though.

The old way to book gigs

Back in the day a phone call was pretty much the only way to contact venues.
Like every other working musician out there, I spent countless hours trying to connect with promoters and booking agents. It took a lot of time. Hours, days and mostly weeks just to get a response.

Here’s how the process typically worked:

  1. Call the clubThe phone would either ring endlessly or you would get the answering machine.If someone answered they would write your name and number down (probably on a napkin) and tell you the booking agent would get back to you.
    Even when I spoke with the actual promoter he/she would tell me to call back. Some would be nice enough to give me a hint of “when” to call.
  2. Call the club againThis time when I called, I’d be armed with “I was told to call back at this time” that pretty much got me nowhere. Literally 90% of follow-up calls were greeted with “this still isn’t a good time, call back later.”It took a lot of scheduling to remember when exactly to call.
  3. Borderline InsanityThe definition of insanity is doing the same thing over and over again and expecting different results.
That’s what it feels like trying to cold-call clubs. I had a club owner tell me to call back 4 times. I called every time at the exact time he wanted except for the 4th time. I was at work and couldn’t. When I finally connected with him after many other calls he was angry that I missed his call!
This is common. If it wasn’t obvious already, calling to get gigs just doesn’t work anymore. On top of that, promoters now say they don’t want you to call. It’s the 21st Century.

The best way to book gigs

Emailing venues is by far the most effective way to get new shows.
I’m living proof of this and I’ve booked big shows using just email. I’ve shared the stage with GRAMMY-winning and nominated artists such as Kenny Wayne Shepherd, Rick Derringer, and guitar-slinger Gary Hoey, just to name a few.
Emails work, but you can’t just fire off one email and expect to land the show. What you need is an email sequence.
An email sequence is a set of focused scheduled emails. As a do-it-yourself artist, I will bet you are already sending emails.

Here’s an email sequence that I love to use to book supporting gigs at major venues:

  1. Introduction email – Briefly reach out and introduce yourself to the venue. If there is a specific artist and show coming to town ask about the possibility of opening for the show.
  2. Follow-up email – If you haven’t received a response, follow up and inquire about the upcoming show.
  3. More Follow-ups – If you don’t follow up, you’ll be forgotten. Schedule reminders in your Google calendar or on your phone and be sure to follow up.
Hopefully you already are using emails to pitch your band. Great! This leads me to the reason why most bands don’t get the gig. Again, it’s not for lack of effort or talent. It’s also not because they are using obsolete techniques (even though that’s part of it).

Most bands don’t get the gig because they don’t know how to ask for it.

The focus is solely on how “great” their band is and why they should be playing the venue. Bands look desperate. They feel needy.
You have to remember that the club is the employer. They don’t want needy desperate people who think highly of themselves. Clubs are looking for artists that can bring in more money than they put out. They are looking for people that are enjoyable to work with. It has to be a win-win. It’s a business.

So, how do you get gigs without coming across as needy, arrogant or desperate?

You start with a simple introduction email.
Catch their attention, introduce yourself and ask a specific question.
“Hi Jim,
I see you have BandX playing on November 26th. Congrats, I’m sure that show will be awesome.
Quick question for you, are you guys considering any opening bands for the show?
Thanks,
Craig
http://craigkelley.com”
In this simple introduction email I was very specific, short and asked one question.
I included one link to my website. Again, simple and not overwhelming.
If you don’t get a reply then be sure to follow up as I mentioned above.

As Startups Irão Finalmente Deixar As Selos Das Gravadoras Obsoletos?

Will Tech Startups Finally Make Record Labels Obsolete? Not So Fast



Stop me if you’ve heard this one before: Record labels are irrelevant because they’ve been disrupted by a venture-funded technology start-up. The major labels exploit artists, who can now distribute their music directly to consumers online, plus get the data they need to make money playing concerts, selling merch or doing sponsorships. Sound familiar?
It’s an old joke -- on creators.
The latest telling involves UnitedMasters, a startup run by Steve Stoute, CEO of the marketing company Translation, and funded with $70 million by Google parent company Alphabet, venture capital firm Andreessen Horowitz and 21st Century Fox. UnitedMasters will distribute artists’ music online, apparently without requiring them to sign over copyright. It will use the data it gathers to better target consumers with ads, while artists can use it to better target fans with offers for tickets or t-shirts.
It’s a great story. An old business gets disrupted, a new company is built and artists grow more empowered. Andreessen Horowitz co-founder Ben Horowitztold the Journal that the idea came together at a “Google Camp” event in Italy. And why not? Google co-founder Larry Page “has a deep sensitivity for the artist,” as Stoute told TechCrunch. Artists worried about how little YouTube pays will be happy to hear this.
It’s hard to tell what, exactly, is new here. TuneCore handled online distribution for artists more than a decade ago, and Topspin Media began helping artists reach out to fans directly in 2008. As far as giving creators access to data, both Pandoraand Spotify have been doing it since 2015. (The usefulness of the data varies; knowing you have fans in Boston, Chicago and San Francisco doesn’t make it that much easier to route a tour.) UnitedMasters didn’t respond to questions about how the company will operate and what would set it apart from similar ventures.
So far, startups haven’t really replaced record labels because none of them really do what labels do. Almost two decades ago, Napster said that it would replace labels by distributing music, but labels aren’t exactly in the distribution business -- truck drivers are. (No one gets invited to cool parties by disrupting long-haul trucking.) Several startups help artists market directly to fans, which is becoming an important part of the music business, but labels never really did that -- they’ve always sold music to retailers. From a business perspective, labels invest in artists -- which very few technology companies have shown any interest in doing. Because it’s a risky business.
And that’s what labels really do for artists -- they amortize risk. (They don’t talk about it in those terms because no one gets invited to cool parties by amortizing risk.) The odds of any particular act becoming successful are very low, but those that are can make an enormous amount of money. By signing to a label, artists get money and investment up front -- they sacrifice the possibility of profits for the certainty of getting an advance now. This isn’t for everyone, but it seems to have a great deal of value for some.
The reason recording contracts tend to favor labels is because the odds of any given project earning back its investment are fairly low. Venture capitalists ought to understand this, because their business works the same way -- which is why they offer entrepreneurs deals that favor them. Realistically, if your business is based on making enormous gains from one out of every 10 investments while the rest lose money, you have to structure deals that minimize risk on projects that don’t succeed and maximize gains on ones that do.
Everything else labels do can be replaced. It’s easier than ever to hire talented publicists or promotions or marketing executives -- partly because, over the past two decades, labels have laid off plenty of them. It’s much harder for artists to find a company willing to back them financially. (Many of the acts that now make so much money playing concerts began their live careers with tour support from their labels.) Banks aren’t exactly lining up to give small business loans to rock bands. UnitedMasters doesn’t appear to be in that business, anyway. Like other startups, it’s in the artist services business, which can be a great model, both for companies and creators. But usually -- and there are exceptions, but not many -- it takes at least some investment for artists to develop a career. That’s why TuneCore and Topspin, for all the good they did, didn’t break many important acts.
UnitedMasters, like other artist-services startups, represents another career development option to artists who don’t want a typical label deal. But Alphabet’s investment in the company suggests creators should look at the fine print.
UnitedMasters blog post about the “music data chasm” makes the case that free streaming, which reaches many more consumers than paid services, can help artists by drawing in fans that they can monetize in other ways. Which, coincidentally or not, is exactly the point that Google has been making for years! There’s certainly some truth to this: Exposure helps artists sell concert tickets. But can’t most potential concertgoers afford a $10/month streaming subscription? And what’s wrong with making money on recorded music and tickets?
If UnitedMasters will determine the payouts its artists receive from streaming services, will it negotiate in their best interests or those of its investor Alphabet? Will Alphabet use YouTube to steer consumers to UnitedMasters artists -- and, if so, does that represent unfair competition? (Legally, probably not in the U.S.) For all its innovations, UnitedMasters isn’t likely change one of the biggest problems in the music business -- the fact that the best side of a deal to be on is still often both of them.

'Fake Artists' No Spotify? Depois de Mais De Um Mês O CEO Fez Comentário

Those 'Fake Artists' on Spotify? Epidemic Sound CEO Oscar Höglund Says There Was 'No Special Deal'


After four months of quiet, Epidemic Sound CEO Oscar Höglund has finally spoken out at length in response to allegations that his company was promoting “fake artists” on Spotify’s playlists, and undercutting licensing fees and royalty payouts to traditional labels.
A production music company based in Sweden, Epidemic Sound was catapulted into controversy in July 2017 when Music Business Worldwide published a list of 50 “fictional” artist names that racked up more than 520 million total streams across multiple Spotify mood playlists, including Peaceful Piano, Ambient Chill and Deep Focus. The initial list of 50 has since grown to several dozen, raising tensions with major labels who accused Spotify of trying to cut content costs at the expense of more public-facing artists and songwriters. As of press time, the mood playlists in question still delegate anywhere from 15 to 65 percent of their real estate to Epidemic artists.
In an interview with Music Ally published yesterday (Nov. 20), Höglund denied that Spotify was commissioning tracks directly from Epidemic for a discounted rate -- a situation that would position Spotify as an exclusive B2B client of the production music company.
"We got in contact with all of the streaming services, and the one that was quickest was Spotify," said Höglund. "There was nothing exclusive about it: they were just fast, and we uploaded our music. No special deal, no back door, no nothing. We just uploaded our music." The CEO also revealed plans for Epidemic to expand its distribution to five to ten more streaming services by January 2018.
Moreover, claimed Höglund, these “fake” artist names are tied to real composers making a viable living -- as much as five figures a month -- off a model that is less traditional but no less legal. According to Höglund, Epidemic  pays composers around £1,500 to £2,000 upfront per track for 100 percent of the rights, plus a 50/50 split on Spotify royalties atop the upfront fee.
The agreement largely seems to be an exchange of recurring revenue for reach: outside of Spotify, Epidemic’s distribution network spans over 300,000 YouTubers, including 85% of all the world’s multi-channel networks and 20 of the top 100 accounts, and generates 20 billion monthly streams across YouTube and Facebook.
Yes, Epidemic’s business model is sound, and reflects a wider reality about how the sustainability of music revenue varies widely across different contexts: public royalty statements on sites like Royalty Exchange suggest that production music for film and TV pays much more consistent royalties over time than hit radio singles or pop catalogs.
In his interview, Höglund criticized incumbent rights holders for not mirroring Epidemic’s level of transparency and efficiency in their contract negotiations. “How does YOUR model work?,” he asked, addressing traditional labels and publishers. “And you get this ‘Well, it’s complicated, it depends, there’s this black box and this data and we don’t know really…’ response. How much does the label take? ‘Well, we don’t want to talk about that really because it varies a lot…’”
Despite his seeming transparency, Höglund glazed over the most serious accusation in the controversy, namely that Spotify was matter-of-factly steering a high volume of listeners to music for which they paid lower fees. Even if Spotify had no malicious intention, the fact remains that not all content costs are the same -- as a Spotify rep told Billboard, "it's a marketplace" -- and that the major-label and established indie content for which Spotify presumably pays a premium is losing out on some of the service’s most popular playlist brands.
For example, in February 2017, Spotify’s Ambient Chill playlist, which has over 505,000 followers as of press time, switched out 16 tracks by established electronic acts such as Brian Eno and Bibio for 28 songs by Epidemic Sound artists, according to Chartmetric. Eight of those tracks were removed from the playlist on April 15, 2017 for unknown reasons, but that still left a 38 percent share of the playlist dedicated to Epidemic’s roster at the time. According to TrackRecord, that share has since ballooned to 65%.
Critics claim that by prioritizing Epidemic’s catalog on playlists like Ambient Chill, both major and indie artists (as well as other unknown artists) end up making less money per stream due to Spotify’s pro rata royalty payout model. In fact, in the aggregate, major labels don’t perform that well on mood playlists anyway: for instance, according to Chartmetric, the big three account only for 4 percent of Ambient Chill, 6 percent of Deep Focus and less than 1 percent of Workday Lounge.
There are a few notable exceptions: Warner Music alone owns a whopping 41 out of 62 tracks (a 66 percent share) on Reading Chillout, Universal Music owns 18 percent of Calm Vibes and the major labels collectively own 49 percent of Peaceful Piano. Spotify renewed its licensing deal with Warner Music in August 2017 -- just months after the fake-artists fiasco first blew up, which likely put pressures on the service not to squeeze out major-label content with other offerings.
A harsh reality that emerges from this debate is that Spotify and its competitors are fundamentally tech companies that commodify and product-ize music -- and arguably prize those content owners who can tailor their products to the platform at hand. As a Spotify rep told Billboard, "all of our playlists are performance-based. The user experience comes first."
In this vein, Höglund argued that Epidemic Sound's success on Spotify is simply a matter of beating other legacy content owners at their own game, by leveraging Spotify's unique features and strengths for what they're truly worth. “We don’t have any legacy, we’ve come from a new world, and we’re creating a new premise for how we think it should work," he said. "We’re utilising all the latest technological advances and services out there to make something super-efficient in terms of getting music out there, and getting people paid. If you compare that to the old world, it’s like night and day. And there is nothing fake about it.”

terça-feira, 21 de novembro de 2017

'Loudwire Music Awards' No AXS - UM Ganho Para Loudwire E O Heavy Metal

'Loudwire Music Awards' On AXS A Win For Loudwire And Heavy Metal

First of all thanks to Steve Baltin for this article.
On October 24 some of the biggest names in hard rock and heavy metal gathered at Los Angeles’ Novo Theater for the first annual Loudwire Music Awards. Fans saw a mix of cross-generational metal acts, from iconic artists like Judas Priest’ Rob Halford, winner of the Lemmy Lifetime Achievement Award, Black Sabbath guitarist Tony Iomni, recipient of the Courage Award, and Sammy Hagar, Humanitarian Award, to more contemporary artists like Avenged Sevenfold, who closed the night with a four-song concert after winning Metal Album Of The Year for The Stage, and Halestorm.
The show aired live on Mark Cuban’s AXS TV, making the real winners of the night the genre of heavy metal and metal website Loudwire, whose Josh Bernstein produced the event after years producing Revolver magazine’s Golden Gods awards.
“The reality is if you’re a current hard rock or heavy metal musician the opportunities to be on broadcast TV in 2017 are pretty limited,” Bernstein says. “Every once in a while you might get to be on Jimmy Kimmel or maybe one of the late night shows. The opportunities are very few and far between, so to have a network the stature of AXS giving us that opportunity and that sort of public voice is incredible. It means the world to these artists.”

Hagar, who as mentioned took home the Humanitarian Award and hosts the show Rock & Roll Road Trip on AXS, loves the marriage between the network and the show for the opportunity it provides young hard rock bands.
“Social media and TV, if used properly, is the most valuable tool on the planet because in the old days before you had computers and even cell phones and all those things a band would go on tour for three years before anybody had heard of them. And then here comes MTV and all of a sudden overnight you’ve got a Duran Duran and one of the biggest bands in the world with one hit because of the power of TV,” Hagar points out. “If you use that power properly I think it’s fantastic. My favorite band from the night was Halestorm. They opened for me at a festival in Kansas City earlier on in the year, back in June, and I interviewed them for Rock And Roll Road Trip. And Lzzy [Hale] is a real star, she screams her butt off and plays guitar and gives it up on stage. They’re a real band, they don’t have backing tracks, they’re just out there rocking hard. I like bands like that and I love seeing them be able to get exposure on TV so they don’t have to tour the world for three or four years before anybody hears of them.”
For AXS, picking up the show and giving a home to metal, which remains one of the biggest live draws as evidenced by the success of the Guns ‘N’ Roses and Metallica tours, No 1 and 4 for 2017 with 151.5 and 88 million respectively at the halfway point of the year, was an easy decision.
“Heavy Metal is one of the most underserved genres on television, despite its massive and dedicated fanbase that spans all across the globe,” said Evan Haiman, vice president of music programming and production, AXS TV. “By airing the 2017 Loudwire Music Awards, we wanted to tap into that audience and give them a chance to celebrate this dynamic and diverse art form on a grand scale. This year’s event had added significance for us, as AXS TV host Sammy Hagar was presented with the Humanitarian Award for his many philanthropic projects. It was a true honor to showcase one of our own, as he accepted this achievement.”
After Bernstein departed the Golden Gods Awards show to produce the more alternative and pop-leaning AP (Alternative Press) Music Awards, the former disappeared, so Bernstein was happy to be brought in by Loudwire parent company Townsquare Media to give metal another spotlight show.
“The Golden Gods went out of business and ceased to be, which is unfortunate,” he says. “And the drum always beat pretty loud for me within the industry to sort of come back and do something. So when I got offered the job at Townsquare Media the first thing they wanted me to do was build and create the ultimate hard rock and heavy metal show in America. In many ways Loudwire is taking the place of the Golden Gods, but building on what Loudwire has done and celebrating the genre.”
He was also excited by the cross-promotional opportunities Townsquare Media offers. “I always describe Townsquare as the best kept media secret in the business,” he says. “They have three main verticals – the first being radio, they are the third-largest owner and operator of radio stations in the country; they have a very robust live events business, including country festivals, state and county fairs; then the other part of their portfolio is the 20 or so massive digital brands, mostly that focus on music, including LoudwireXXLTaste Of CountryUltimate Classic Rock and each of those is, in many cases, the number one or number two websites for their respective music genres. My role was to come in here and connect all the dots between all the different divisions. And a perfect example is this awards show. We have the Loudwire website, we have Loudwire Nights, which is a syndicated radio show and then we have a live events division that wasn’t really tied to that. So I kind of came in and created a live events property out of a digital brand and then looped in our radio brand so we can all work in synergy here. And it worked out really wonderfully.”
For Hagar, who admits he was embarrassed at first at being presented an award for his philanthropy just because he doesn’t believe charity work should be done for the credit and glory, it was a very special night for both he and the genre.
“Standing backstage the day of the show with all these people who started coming up to me and saying, Congratulations, dude, I’m such a fan, can I take a picture? I started feeling pretty good about myself,” he says. “They were all so friendly and so cool about it by the time I walked out onstage I felt really good. And it was so awesome, I got choked up being up there telling the story of how it really started, back in the Van Halen days when it was the Make A Wish Foundation in Indianapolis and some little nine-year-old boy named Steven, they brought him to the show and he was a Sammy Hagar guy. They said he’d watch MTV all day waiting for my videos or me and Van Halen so, so would I mind going down to see him at the hospital? I get there and it was heartbreaking. So having an experience like that tightens the bolts down pretty tight.”
It was also important for the genre of metal to present a humanitarian award and people to see the good work done in that world. “Especially metal bands like Metallica,” he says of other acts doing philanthropic work in the metal scene. “James Hetfield’s my partner for five years now with Acoustic For A Cure and when I asked him to do it he said, ‘I’ve really been thinking a lot about this lately. So everyone comes around to it.”

Música No Reino Unido Reclama Dos Impostos

UK Music Calls for Government to Scrap Tax Hikes to Help Save Grassroots Venues


A large number of British music venues will struggle to survive if a planned hike in business tax rates goes ahead, warns umbrella organization UK Music.
The trade body’s chief executive Michael Dugher is urging the British government to reconsider plans to increase business rates by 4 percent in 2018 and instead to work with the music industry to help safeguard its future.
“The margins that many music businesses operate within means that even the slightest increase in costs can create a significant challenge,” wrote Dugher in a letter to Chancellor of the Exchequer Philip Hammond, ahead of next week’s budget announcement.
Business rates are taxes paid on non-residential properties in the U.K., such as shops, offices, live music venues and recording studios, calculated on a building’s market rent value.
The rates are set each year by the government (based on figures from the Office for National Statistics) and are presently due to rise by 3.9 percent -- equivalent to around £1 billion ($1.4 billion) -- in April 2018.
If that increase goes ahead, many grassroots venues throughout the U.K. will be forced to close, said Dugher, pointing to the “woefully unjust” tax rises that music companies have already received in 2017.
According to UK Music research, The Lexington, a 200-capacity venue in London, saw its business rates jump by 118 percent in 2017. In contrast, Arsenal football club’s 60,000-capacity Emirates Stadium received a 7 percent cut.
Other small venues in the U.K. have experienced tax hikes of between 20 and 70 percent this year, with British arenas also seeing large rises, including a 141 percent increase for London’s The O2 arena.
Record labels, publishers and recording studios are also affected by any climb in business rates, with UK Music calculating that London’s Abbey Road and Air Studios both saw their "rateable value" rocket by over 30 percent this year.    
“The Chancellor must rethink these changes which are woefully unjust and could have a potentially catastrophic impact on some music venues and recording studios,” stated Dugher.
He went on to say that the Chancellor “should use his Budget to make sure the venues and studios that gave artists like Adele, The Beatles and Oasis their big break are not put under threat because of soaring rate bills.”
According to the Music Venue Trust, 35 percent of grassroots music venues across the U.K. have closed since 2007, with London hit particularly hard by increases to rents, business rates and licensing restrictions. Famous venues that have closed their doors in the past decade include The Marquee, Astoria, 12 Bar Club and Madame Jojo's.